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Model validation: Ironforge Defender

DwarvenWarrior.mdx

0 errors 9 severe 40 warnings 45 unused
  • 1 1 Geoset 0
    • Alpha is 1.000 at end of "Decay Bone" (frame 132100); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • This geoset has both skin/weights and vertex groups
  • 1 1 Geoset 1
    • Alpha is 1.000 at end of "Decay Bone" (frame 132100); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • This geoset has both skin/weights and vertex groups
  • 1 1 Geoset 2
    • Alpha is 1.000 at end of "Decay Bone" (frame 132100); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • This geoset has both skin/weights and vertex groups
  • 1 1 Geoset 3
    • Alpha is 1.000 at end of "Decay Bone" (frame 132100); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • This geoset has both skin/weights and vertex groups
  • 1 1 Geoset 4
    • Alpha is 1.000 at end of "Decay Bone" (frame 132100); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • This geoset has both skin/weights and vertex groups
  • 1 1 Geoset 5
    • Alpha is 1.000 at end of "Decay Bone" (frame 132100); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • This geoset has both skin/weights and vertex groups
  • 1 1 Geoset 6
    • Alpha is 1.000 at end of "Decay Bone" (frame 132100); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • This geoset has both skin/weights and vertex groups
  • 1 1 Geoset 7
    • Alpha is 1.000 at end of "Decay Bone" (frame 132100); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • This geoset has both skin/weights and vertex groups
  • 1 1 Geoset 8
    • Alpha is 1.000 at end of "Decay Bone" (frame 132100); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • This geoset has both skin/weights and vertex groups
  • 8 Model
    • Collision shape "B_KGS_Torso" is a box but this is a unit; units must use sphere collision (Type 2) or selection circles will misbehave in-game.
    • Collision shape "B_KGS_Arm_L" is a box but this is a unit; units must use sphere collision (Type 2) or selection circles will misbehave in-game.
    • Collision shape "B_KGS_Arm_R" is a box but this is a unit; units must use sphere collision (Type 2) or selection circles will misbehave in-game.
    • Collision shape "B_KGS_Leg_L" is a box but this is a unit; units must use sphere collision (Type 2) or selection circles will misbehave in-game.
    • Collision shape "B_KGS_Leg_R" is a box but this is a unit; units must use sphere collision (Type 2) or selection circles will misbehave in-game.
    • Collision shape "B_KGS_Root" is a box but this is a unit; units must use sphere collision (Type 2) or selection circles will misbehave in-game.
    • Collision shape "B_KGS_Weapon" is a box but this is a unit; units must use sphere collision (Type 2) or selection circles will misbehave in-game.
    • Collision shape "B_KGS_BoxCol_0" is a box but this is a unit; units must use sphere collision (Type 2) or selection circles will misbehave in-game.
  • 1 Bone 100 - "L_beard_03_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 103 - "R_beard_03_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 105 - "bone_head"
    • There are no vertices attached to this bone
  • 1 Bone 106 - "L_beard_01_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 107 - "L_beard_02_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 108 - "L_beard_04_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 109 - "L_beard_06_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 110 - "M_beard_01_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 111 - "M_beard_02_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 112 - "M_beard_04_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 113 - "M_beard_05_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 114 - "R_beard_01_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 115 - "R_beard_02_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 116 - "R_beard_04_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 117 - "R_beard_06_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 118 - "helmet_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 119 - "L_pauldron_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 120 - "R_pauldron_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 121 - "shield_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 122 - "weapon_01_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 123 - "weapon_01_stretch_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 124 - "weapon_02_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 125 - "weapon_02_stretch_bind_jnt"
    • There are no vertices attached to this bone
  • 6 Material 7
    • 6 Layer 0
      • 6 Alpha
        • Track 3 at frame 4700 is not in any sequence
        • Track 4 at frame 4733 is not in any sequence
        • Track 10 at frame 8633 is not in any sequence
        • Track 8 at frame 7800 has exactly the same value as tracks 7 and 9
        • Track 35 at frame 15000 has exactly the same value as tracks 34 and 36
        • Track 36 at frame 15033 has exactly the same value as tracks 35 and 37
  • 6 Material 8
    • 6 Layer 0
      • 6 Alpha
        • Track 3 at frame 4700 is not in any sequence
        • Track 4 at frame 4733 is not in any sequence
        • Track 10 at frame 8633 is not in any sequence
        • Track 8 at frame 7800 has exactly the same value as tracks 7 and 9
        • Track 35 at frame 15000 has exactly the same value as tracks 34 and 36
        • Track 36 at frame 15033 has exactly the same value as tracks 35 and 37
  • 1 Bone 0 - "bone_turret"
    • 1 Rotation
      • Track 64 at frame 2534 has roughly the same value as tracks 63 and 65
  • 1 Bone 3 - "neck_bind_jnt"
    • 1 Rotation
      • Track 109 at frame 10600 has roughly the same value as tracks 108 and 110
  • 2 Bone 4 - "hd_anim_bind_jnt"
    • 1 Translation
      • Track 17 at frame 80000 has roughly the same value as tracks 16 and 18
    • 1 Rotation
      • Track 182 at frame 80000 has roughly the same value as tracks 181 and 183
  • 3 Bone 8 - "L_lwr_arm_bind_jnt"
    • 3 Rotation
      • Track 101 at frame 7866 has roughly the same value as tracks 100 and 102
      • Track 141 at frame 10433 has roughly the same value as tracks 140 and 142
      • Track 164 at frame 80800 has roughly the same value as tracks 163 and 165
  • 1 Bone 9 - "L_lwr_arm_twist_01_bind_jnt"
    • 1 Rotation
      • Track 111 at frame 11367 has roughly the same value as tracks 110 and 112
  • 1 Bone 10 - "L_lwr_arm_twist_02_bind_jnt"
    • 1 Rotation
      • Track 111 at frame 11367 has roughly the same value as tracks 110 and 112
  • 1 Bone 12 - "L_tmb_01_bind_jnt"
    • 1 Rotation
      • Track 65 at frame 5134 has exactly the same value as tracks 64 and 66
  • 1 Bone 15 - "L_ind_finger_01_bind_jnt"
    • 1 Rotation
      • Track 40 at frame 5100 has exactly the same value as tracks 39 and 41
  • 1 Bone 16 - "L_ind_finger_02_bind_jnt"
    • 1 Rotation
      • Track 20 at frame 1834 has roughly the same value as tracks 19 and 21
  • 1 Bone 18 - "L_mid_finger_01_bind_jnt"
    • 1 Rotation
      • Track 51 at frame 5100 has exactly the same value as tracks 50 and 52
  • 1 Bone 21 - "L_rng_finger_01_bind_jnt"
    • 1 Rotation
      • Track 39 at frame 5100 has roughly the same value as tracks 38 and 40
  • 1 Bone 28 - "R_upr_arm_bind_jnt"
    • 1 Rotation
      • Track 199 at frame 61466 has roughly the same value as tracks 198 and 200
  • 2 Bone 30 - "R_lwr_arm_twist_01_bind_jnt"
    • 2 Rotation
      • Track 16 at frame 1200 has roughly the same value as tracks 15 and 17
      • Track 71 at frame 56166 has roughly the same value as tracks 70 and 72
  • 2 Bone 31 - "R_lwr_arm_twist_02_bind_jnt"
    • 2 Rotation
      • Track 16 at frame 1200 has roughly the same value as tracks 15 and 17
      • Track 71 at frame 56166 has roughly the same value as tracks 70 and 72
  • 1 Bone 42 - "R_rng_finger_01_bind_jnt"
    • 1 Rotation
      • Track 61 at frame 80234 has roughly the same value as tracks 60 and 62
  • 1 Bone 45 - "R_pnk_finger_01_bind_jnt"
    • 1 Translation
      • Track 21 at frame 59566 has roughly the same value as tracks 20 and 22
  • 1 Bone 51 - "bone_leg_left"
    • 1 Rotation
      • Track 210 at frame 59200 has roughly the same value as tracks 209 and 211
  • 2 Bone 54 - "R_leg_02_bind_jnt"
    • 2 Rotation
      • Track 20 at frame 1034 has roughly the same value as tracks 19 and 21
      • Track 106 at frame 6534 has roughly the same value as tracks 105 and 107
  • 1 Bone 55 - "bone_leg_right"
    • 1 Rotation
      • Track 113 at frame 6467 has roughly the same value as tracks 112 and 114
  • 1 Bone 93 - "L_lip_corner_bind_jnt"
    • 1 Translation
      • Track 64 at frame 82500 has roughly the same value as tracks 63 and 65
  • 1 Bone 99 - "R_lip_corner_bind_jnt"
    • 1 Translation
      • Track 64 at frame 82500 has roughly the same value as tracks 63 and 65
  • 6 CollisionShape 0 - "B_KGS_Torso"
    • 6 Rotation
      • Track 67 at frame 2600 has roughly the same value as tracks 66 and 68
      • Track 68 at frame 2634 has roughly the same value as tracks 67 and 69
      • Track 69 at frame 2667 has exactly the same value as tracks 68 and 70
      • Track 70 at frame 2700 has exactly the same value as tracks 69 and 71
      • Track 71 at frame 2734 has exactly the same value as tracks 70 and 72
      • Track 72 at frame 2767 has exactly the same value as tracks 71 and 73
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